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Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

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Buy The Moon

I spent most of the weekend learning a new development stack, and it shows!

Have fun with a quick little clicker game to BUY THE MOON!

(Only tested in Firefox but should work in any browser.)

Check out the source code here https://github.com/eparadis/LD36 ! It might be a good way to learn to use Typescript, node, webpack, gulp, mocha, and chai. If none of those mean anything to you, don't worry. Most didn't mean much to me Friday night...

Special thanks to Mike, one of my Jam partners from LD35, for his help and example code here: https://github.com/mgiambalvo/ludum35

I'm kind of a sucker for clicker games. Broke a mouse on Clicker Heroes.
I quite enjoyed this one! Ludum Dare is a bold way to learn a new stack, you brave soul you.
The game was fun. I've always wanted to own the moon.
Thank you!

Interesting game. Unless I am mistaken, are some of the more expensive options objectively worse than the cheaper ones? For example a factory makes 1 dollar every 4 seconds(so 2 every 8) whereas a double robot makes 2 every 6.

That's a nice little clicker right there. Simple yet effective.
Learning something new is always a good thing, kudos for creating something and sharing the code (I especially like that it is on a code sharing web site and not a .zip download). Keep it up!

@gonutz - If you're interested in a minimal Typescript project with a build system, unit testing, and a way to deploy, all of those things should be setup by this commit: https://github.com/eparadis/LD36/commit/958b956cfae15ecfb1308b0d998522e3469bbfd4

Oh, you created a clicker too, man, GJ ^D
I writed a bot to make a LOT of benjamins. But it takes a lot of time yet.
I've a bug - when text line so big all buttons fall \0_o/
And I think you sould add some bonuses to moar dynamic :3

A cookie clicker clone ! HAAAAA !!!
This game ruined my life, I don't want to touch that any more, I have serious addiction problem XD
I stopped at the sweat shop, to be honest. Your implementation looks quite solid. It only needs a bit more icing to be even better.

While my bots are working for me to take over the moon I start with the review here. I'm a sucker for clicking (and just letting it tick). One detail that would have been nice would be if the game fit the view port here on the ludum. I like that there are new click levels when you gain enough dollars. Good job.

Spent a couple minutes with this one. As others are saying, typically each option should be better than the previous one. Suppose I have $500 to spend. I can buy a sweatshop ($1/s), 5 factories ($1.25/s), 20 double robots ($6.66/s), or 50 robots ($10/s). Clicking 20 times for those double robots is definitely not that onerous, so the sweatshop is just very underpowered at this point.

It would also be nice if there were powerups for stuff you already have. Give that fleet of old single robots something more to do.

Also, the next unavailable thing should be hinted at (showing at least its price) so the player has something to shoot for. When nothing new appeared even after 10x my currently most expensive item, I just gave up.

I also wasn't sure what "bank >= $1000" means. I just get the two bucks...

@Frozen Fractal - Yeah, I think my idea to make people do math to figure out the best strategy missed the point of why people like to play clicker games. When I play clicker games, I'm always thinking about the "strategy" of which things are "the best buy". Maybe that isn't very common? Also remember there is the cost of the initial investment to consider.

And yeah, after doing TDD for a while, it feels wrong to not have some sort of tests. I broke down after a while, which you can see in the commits, because I couldn't think of a good way to mock the DOM. That's just inexperience on my part.

What's interesting is that as I was TDD'ing this entry, it made things easier. I thought "what's the new feature I want? OK write that test." Then I implemented it. It meant I was always thinking of game design first, which can be hard for me during an LD. I think next time I'll actually write a big pile of design goals as tests and then try to fill them in as the weekend goes on.

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